Commit Graph

1221 Commits

Author SHA1 Message Date
techdragon.nguyen@gmail.com b0c61049da tweaked menus a bit.
fixed possible NPE with background image retrieval
2010-11-06 10:05:54 +00:00
omegablast2002@yahoo.com 6c616f2741 added pdcount varible. playerdamagecount for the turn. this is for Simulacrum style cards.
Issue: 502
2010-11-06 08:07:48 +00:00
omegablast2002@yahoo.com ed03d2f3ef added optimizing of opponents hand if the opponent deck is listed as "easy". slight optimize if listed as "normal" none if listed as "hard" this provides slightly more challange from even poorly constructed Ai decks. taught Ai to pump creatures during combat, and more so if its heading directly at player, taught Ai that its better to use "becomes" and "transforms" during first main. this allow its to actually attack with the manlands ect.
new ability lord...teach(whatever[whatever]) ability.
teach is a targeted lord, it takes the cards current target and lords it the ability. im aware of a tiny memleak it contains, but the leak is happening on parser lvl, so i need more eyes to look at it. teach is ideally used for equipment, and was designed to fix issue 244 taught abilities are not given to the source cards.

forced Ai to pay for sunburst correctly. it was choosing to pay with all of one type of mana. now it pays either max or 1 from max sunburst.

added a tiny double check for Ai to try and find something to use if it suddenly has mana in its pool. it is only a single check in a turn, but i notice it actually does slightly improve the usages of dark ritual and foreach mana producers. ideally i wanted it to check EVERYTIME. but i could not achieve it without putting the game in danger of looping. so once is better then none :/

fixed a bug with affinity where it was not counting duel lands, this is becuase of not setting it up correctly for lands with multiple types SORRY!
2010-11-06 06:59:43 +00:00
techdragon.nguyen@gmail.com 0c34d7a04f removed dead code
reformatted statements
removed unnecessary debug statements
fixed a few floating point warnings
2010-11-06 03:49:15 +00:00
techdragon.nguyen@gmail.com 8908e86857 removed some compiler warnings
changed variables to float where appropriate
2010-11-05 08:07:50 +00:00
techdragon.nguyen@gmail.com 2d9c2b3341 removed extra "." from TextScroller text as reported in forums
following up on wrenczes cleanup,
   changing ints to floats
   fixing calculations such as ( 16.0 / <some float>) to ( 16.0f / <some float>) to remove compiler warnings.
2010-11-04 09:18:12 +00:00
wrenczes@gmail.com ab49a0c6e1 Added new files to the VS2010 sln; Fixed a bunch of int to float warnings.
Minor note to others:  if you're writing drawing code, the coordinate system in JGE uses floats, so don't bother with ints for x/y coords & the like.  You're forcing the processor to do float to long conversions for nothing.
2010-11-04 04:33:04 +00:00
techdragon.nguyen@gmail.com dd163c8807 ***Note***
please copy "DeckEditorMenuBackdrop.png" into your PSP folder.  Otherwise you will have a crash when you start up!

ChangesLog:
minor refactoring of DeckMenu
added a new DeckEditorMenu which is derived from DeckMenu.  This customizes the deck editor menus with the exception of the confirmation screens (yes/no)
Still more work to be done to round out some font issues.  
TODO:
put more information text in bottom row of menu.
reorganize statistical data to allow more info to be shown.
2010-11-03 16:49:39 +00:00
techdragon.nguyen@gmail.com 4a3d7faf0a added Reward and Expiration to task list
moved text scroller into DeckMenu class since it is specific to DeckMenu and not GameStateDuel
added new util function "wordWrap"
2010-11-03 00:15:12 +00:00
wrenczes@gmail.com 685626128a Minor refactor of AACloner::resolve() - two code paths were complete duplicates except for the MTGCard*. 2010-11-02 09:26:37 +00:00
wrenczes@gmail.com 2d30dece25 Sigh - revert out changes relating to my boost::shared_ptr experiments. (Did I mention I hate AnkhSvn? Why does it auto-select files in other changelists?? ) 2010-11-02 04:31:10 +00:00
wrenczes@gmail.com 1325fff26b Fixed the vs2010 solution - included newly added files to the project. 2010-11-02 04:28:32 +00:00
wrenczes 858950fb9d Incremental fix on my Navigator work - switched out global to JGE vars actualWidth/Height to be real accessible members of the JRenderer instance, so that we can actually access what the real display width is from within the MTG project. This makes the fix for enchantment zone targetting work when the window is resized on Win32. 2010-11-02 04:07:25 +00:00
techdragon.nguyen@gmail.com f472c48a8a fixed avatar image issue when selecting ai decks outside of the default 100 ai decks.
installed a horizontal text scroller for the deck selection screens in normal play
TODO:-> Need to make it smoother transition.  It currently just replaces the text with the new text.
2010-11-02 02:20:44 +00:00
techdragon.nguyen@gmail.com a458da051d refactored how manaredux coding works
replaced literals with constants in some places.
migrated some abilities out of headers and into implementation files.
2010-11-01 13:04:06 +00:00
techdragon.nguyen@gmail.com 6c1497bbd5 Revamped Deck Selection Screen using abrasax's design as a template.
TODO:  
     change literals to use constants, 
     refactor the rendering code for the menu to have be leaner.
     add text scroller to list all the tasks. 
         * 1st implementation will list all the tasks.dat  
         * 2nd round will try to get the scroller to only display relevant tasks to ai

Special thanks to wololo and MootPoint for helping me hammer this out.  To abrasax, for the initial design of the layout.
2010-11-01 08:22:55 +00:00
omegablast2002@yahoo.com 150c5f4c99 turned the "ai hint" for level up creatures into an MTGAbility.
this fixes a bug(?) that had high priority and maintains same effect as before. removed all traces of the "bugged(?) hint" from CardPrimitive.
Issue: 498
2010-10-31 17:19:20 +00:00
wrenczes@gmail.com 5a1e8e6ffe More reorganization work around CardSelector and the singleton pattern. Broke the source for the singleton into its own separate source file, to keep things clean. Also broke apart a circular header dependency: CardSelector defines and uses a SelectorZone, which is a member inside of CardView. CardView in turn is used heavily by CardSelector. Instead SelectorZone is now defined within CardView (where it's set & controlled anyway).
I've also added my current work on the zone navigation system (class Navigator) - it's currently turned off for now (the override for this is inside of CardSelectorSingleton's Instance() call, simply comment out the NEW CardSelector and uncomment out the NEW Navigator line.)  It's functional, but I want to do more testing before considering wiring it into the game options or something similar.  (Also, note that it currently doesn't support the mouse functionality added by DJardin.)

Lastly, there's a bug crash fix in ActionStack that I tripped across while testing - basically, an illegal index value would have us walk off the bounds of a vector.
2010-10-31 07:50:53 +00:00
wrenczes fadd36c0c4 More type conversion warning cleanup; some minor refactoring in the phase bar while I was cleaning up the warnings. 2010-10-28 06:57:34 +00:00
techdragon.nguyen@gmail.com cd3ad9b9fd fixed menu size and text information for when saving deck as an AI deck. 2010-10-27 11:24:49 +00:00
techdragon.nguyen@gmail.com 28d3b9b9a9 fixes ai deck saving bug pointed out by Zethfox.
TODO: fix text to the right of the box when saving ai deck.
2010-10-27 03:00:39 +00:00
omegablast2002@yahoo.com fbd5cffbbd taught told Ai bushido is a good thing. laid ground for Foreach lesson for Ai :) fixed yet another reported bug with aslongas. gave becomes( a better menu name system for the manlands to use.
it will now say "becomes [types]"
2010-10-25 14:41:09 +00:00
linshier 60ef07a025 Added basic Japanese font support. 2010-10-24 07:56:28 +00:00
wrenczes@gmail.com e74c0fcc7c Moved a few more common shared includes into the precompiled header. 2010-10-24 06:55:40 +00:00
wrenczes d5f3e4cfea Enabled precompiled headers for the build. This cuts the win compile time in debug by at least half on my laptop; on the psp compile, it shaves it down by ~ 45 seconds. I only did a cursory inspection of what to add to PrecompiledHeader.h, there's probably more that we can throw in there for more incremental speed improvements.
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"

I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too.  For future reference, here's the most straightforward link on the topic of adding pch support to make files:

http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
2010-10-24 05:55:24 +00:00
omegablast2002@yahoo.com 8cb1f0cc7c moved the level varible from MTGcard to MTGprimitive. 2010-10-23 23:48:02 +00:00
omegablast2002@yahoo.com a9e4c58af2 taught Ai how to use levelup creatures, taught Ai how to use Equip, taught Ai how to use prevent the cleric ability.
this is by no means absolutely perfect, i like it tho, and makes for some real good times with level up deck built with equips. 

you will notice i added a level=number...to the level up creatures, this has no effect on players, this is just a small hint to the Ai as to when it should stop investing mana in that creature. the chances are a little over half that ai will want to level a creature, increased ever so slightly with each level up.

for equipment, the Ai will now want to equip its best Creature(determined by power+toughness+convertedcost+how many abilities it has) and will want to equip these "better" cards atleast 2 times before it is reduced. same system for prevent damage, it will want to save its "better creature" more then a 1/1 token.

for both tho i added slight bonuses...
to equip, there is a higher chance that the ai will want to target a white creature, with an extra bonus if the creature is a 1/1 and nontoken. this is to encourage Ai to equip in white weenie decks

in prevent, there is a slight bonus if the creature is a 1/1 and the blocker/blockee has a power of 1. 

currently prevent damage treated this way is not coded for direct damage spell, sorry ! but for combat you will notice ai taking a stand and fighting back hard.
2010-10-23 22:34:07 +00:00
omegablast2002@yahoo.com d5ca6b0207 added a few subtypes to exclude from changeling, noticed subtypes that are not true MTG subtypes. in the future can we please try to refrain from making up fake subtypes, for exsample "level" and "levelup" are NOT MTG subtypes 2010-10-22 21:23:47 +00:00
omegablast2002@yahoo.com 165d9df5c9 added a string support to transforms(...cards can now transforms(allsubtypes) or transforms(removesubtypes) 2010-10-22 20:29:55 +00:00
techdragon.nguyen@gmail.com 34bdfab36f fixed bug with saving brand new AI decks. 2010-10-22 09:22:25 +00:00
wrenczes@gmail.com e2de03d987 Some organisational prep work before I start working on a new navigation method (ie replacement for CardSelector). The current design was to allocate a CardSelector and pass in its pointer to a variety of classes via their constructors. To simplify things, now we use a singleton style pattern with an Instance() function - this means that when I implement a new class to replace CardSelector, I only need to modify what's returned by the singleton callback - as long as the new pointer class supports the same function calls, it'll be a straight drop-in. 2010-10-22 08:41:44 +00:00
techdragon.nguyen@gmail.com 34335ba2aa added option to save deck in editor as an AI deck.
No option to delete or edit the AI deck once it has been created.
The deck gets saved as the canonical form of the deck to match other AI deck formats.
2010-10-22 08:28:52 +00:00
omegablast2002@yahoo.com 5e34cce734 changed This(equip) to ThisAttacked(gear) and changed varible name also, there was a discovered conflict using these as equip, with the MTGAbility equip 2010-10-21 20:48:39 +00:00
omegablast2002@yahoo.com 34580856d3 untaught Ai how to use prevent until someone with more knowledge then i can look at why the enum list wont allow for it to be listed. its commented out for now, and it works on PC just fine, not perfect but atleast Ai actually trys to keep all their creatures with atleast 1-3 prevent point on them during combat. the probelm it has is with compiling to PSPSDK, it doesnt like having STANDARD_PREVENT = 13, If someone could look into why it would dramatically help Ai using clerics. 2010-10-21 18:44:01 +00:00
omegablast2002@yahoo.com 18ff503bd9 fixed Ai not using regenerate during combat, taught Ai a little about prevent:number, changed "removepoison" mtgability to "alterpoison" as it made more sense. 2010-10-21 15:52:04 +00:00
omegablast2002@yahoo.com 306fd5e4f7 changed twist to "swap" cause it made more sense, added a couple more menutext returns, change enumerator exilebury to match its const char, this was causing massive confusion amongst the crowd. 2010-10-20 19:30:17 +00:00
omegablast2002@yahoo.com c9e5aaa2c5 added getMenuText() functions to lord, aslongas, foreach, and thisforeach, to return correct names for the ability in cases where theyre being used in instants, activated abilities with "&&", "choice" and "may" 2010-10-19 19:52:57 +00:00
omegablast2002@yahoo.com 037b5c3598 corrected an issue where basicability modifier was not returning the name but "ability instead..did minor correctsions to some Substr values. 2010-10-19 19:26:46 +00:00
wrenczes@gmail.com 5aa3dc6fd3 Refactoring of some of the font management in WResourceManager. This change looks bigger than it actually is - most of the touched files are simply renaming of some font enums that I moved out of MTGDefinitions into the resource manager header files. The main points of this change: collapsing the font containers into a single map, eliminating duplicated functions, and migrating the font building logic into the resource manager class. GameApp doesn't need to know anything about the fonts it uses, and likewise, font users don't need to know what the name of their chosen font is, just the FONT_TYPE enum.
(I did a cursory check to make sure chinese still displays correctly - at a glance, I'm seeing what looks correct to someone who doesn't read the language :) )
2010-10-19 07:51:32 +00:00
omegablast2002@yahoo.com 98e34c4eca changed some of the ability names as requested, autoformatted ability.cpp as it was getting pretty messy. added @attackedalone( trigger. added "removefromcombat" mtgability. im going on vacation, whoosh :P 2010-10-18 15:56:32 +00:00
wagic.the.homebrew@gmail.com f5575ac68e Erwan
- Updated fix for Dragon Broodmother
2010-10-18 13:33:54 +00:00
omegablast2002@yahoo.com d13e8904b5 massive update, additions and changelog in first comment. 2010-10-18 10:46:36 +00:00
wrenczes@gmail.com 211deca011 I'm still planning on a more ambitious navigation mod, but this is a simple interim change to the existing navigation model that allows you to use the up/down keys to navigate directly to an avatar. This means that if you open your card hand & need to cast a spell that targets the enemy avatar, you can simply hit the up key a couple of times instead of navigating left (through potentially a huge number of cards if you're in a long, drawn out match). 2010-10-18 04:01:18 +00:00
wrenczes@gmail.com 832f11c153 Switched the managed JQuad container implementation from a vector to a map. This speeds up the cache lookup time from O(n) to O(log n). Hard to see a noticeable difference on win, but it definitely feels snappier on my psp, for instance, when browsing your library for a card, or your graveyard, etc.
I'm also noticing that the GetQuad(int) variant never seems to get hit, so I suspect that the ID lookup map is redundant.  I left it alone as the JResourceManager base class forces the need for the function; I need to spend more time looking at just how much of JResourceManager we actually use at this point.
2010-10-17 16:54:08 +00:00
wagic.the.homebrew@gmail.com 8fdb64e9ce Erwan
- adding tests for issue 489 and issue 491
- check for null pointers in Credits.cpp
- Test suite can now select tokens by their name
- Fixed Dragon Broodmothere's token name
2010-10-17 10:21:08 +00:00
wrenczes@gmail.com a7ffe4990b Cleaned up the SimpleMenu drawing routines. I was seeing intermittently weird edge lines on the spades of the menu system, as well as gaps. The code was doing a lot of hacky +/- of arbitrary pixel values for the positioning, so I fixed it up to do everything relative to the widths of the pole & the actual spade graphic's size. Also cleaned up the pngs themselves, as they had no need for a transparent pixel rim.
Also moved some static value definitions used in the drawing code from the class header to a private namespace in the cpp file, as they don't need to be seen by any clients of the class.
2010-10-17 00:20:25 +00:00
Xawotihs 817a666a2f Fixed Qt compilation on Windows 2010-10-16 12:13:07 +00:00
omegablast2002@yahoo.com b8a5e7512a fixed bug with aslongas not triggering correctly for "<" and removing to soon for ">".
please note:
generic kicker test was broken before this rev.
Issue: 483
2010-10-15 15:20:45 +00:00
wrenczes@gmail.com 847ec5b7c5 Reinstate the MillExileCost pay variant, as pointed out by Z. 2010-10-14 08:14:49 +00:00
wrenczes@gmail.com f7361fb030 More type conversion warning fixes, with some minor refactoring thrown in. 2010-10-14 07:39:00 +00:00